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Greevil's Greed icon.png
Now that's how you make gold.

Gold is the currency used to buy items or instantly revive your Hero. Gold can be earned from killing Heroes, creeps, or buildings.

Reliable & Unreliable Gold[edit | edit source]

A player's gold is split into two categories:

  • Reliable gold - Any bounty you get from Hero kills, Roshan, couriers, Hand of Midas, and global gold from towers is added to your reliable gold pool.
  • Unreliable gold - Everything else (starting gold, creep kills, neutrals, etc).

The only other difference between the two is how each one is spent:

  • Dying only takes away gold from your unreliable gold pool.
  • Buying items uses up your unreliable gold first before using your reliable gold.
  • Buyback uses reliable gold first.
  • Buyback makes you gain only 40% gold for the remaining duration on the death timer.

Hovering your mouse over the amount of total gold shown in the HUD will show your reliable and unreliable gold totals.

The purpose of separating gold into these two categories is to encourage ganking and tower pushes, which give reliable gold, rather than passive farming, which grants unreliable gold.

Acquiring gold[edit | edit source]

Starting gold[edit | edit source]

Each player begins with 625 unreliable gold. Players that random will begin with 825 gold. Players who swap their random hero with another player will start with 725 gold. Re-picking a Hero will leave you with 525 gold, regardless of whether or not you randomed.

Periodic gold[edit | edit source]

Each player receives 1 unreliable gold every 0.6 seconds, which results in 100 gold every minute.

Rune of Bounty[edit | edit source]

Activating a Rune of Bounty gives the player unreliable gold depending on the length of the game (50 Gold icon.png + (2 Gold icon.png * minute)), except for the first Rune of Bounty, which provides (100 Gold icon.png + (2 Gold icon.png * minute)).

Abilities[edit | edit source]

There are a few items and abilities in Dota 2 which allow you to boost your gold income, namely:

Alchemist - Greevil's Greed
Greevil's Greed icon.png
Gold Gain: 6/8/10/12 + 3 bonus for each enemy killed in the last 30 seconds.
Gold Type: Unreliable
Bonus gold from Greevil's Greed can reach a maximum of 12/20/28/36 gold per kill. Gains 5x gold from Bounty Runes.
Bounty Hunter - Track
Track icon.png
Gold Gain: 200/275/350 for self. 40/80/120 for allies.
Gold Type: Reliable
Bonus gold is awarded if enemy is killed while Tracked. The enemy's current gold is visible in the Track tooltip.
Doom - Devour
Devour icon.png
Gold Gain: 25/50/75/100
Gold Type: Unreliable
Bonus gold is awarded after a wait period of 1 second per 20 HP the unit had.
Hand of Midas - Transmute
Cost 2050
Hand of Midas icon.png
Gold Gain: 190
Gold Type: Reliable
Does not give the creep's regular bounty.

Hero kills[edit | edit source]

Hero kills grant reliable gold to the killer. Bonus gold is awarded for stopping kill streaks. The first Hero that is killed in a match will give a bonus 150 reliable gold to the killer; this is called first blood.

When a Hero dies to creeps or a tower and is assisted by only one enemy, the enemy is credited with the kill. When there are multiple enemies within 1300 range, the gold is split equally amongst all Heroes that assisted.

Every time a Hero kills an enemy Hero, the killer is awarded reliable gold using the following formula:

100 + streak value + (killed Hero level * 9)

Streak length Streak value
Zero, one, or two kills in a row 0 Gold icon.png
Killing Spree
(3 kills in a row)
60 Gold icon.png
(4 kills in a row)
120 Gold icon.png
Mega Kill
(5 kills in a row)
180 Gold icon.png
(6 kills in a row)
240 Gold icon.png
Wicked Sick
(7 kills in a row)
300 Gold icon.png
Monster Kill!!!
(8 kills in a row)
360 Gold icon.png
(9 kills in a row)
420 Gold icon.png
Beyond Godlike!
(10 or more kills in a row!)
480 Gold icon.png

The following deaths do not stop kill streaks or count as first blood:

Assists (AoE gold)[edit | edit source]

All allied Heroes that are in a 1300 radius of a killed enemy, including the killer, will be granted a certain amount of reliable gold and experience, depending on the amount of allied Heroes in that area. Note that the assist counter on the scoreboard only counts assists that you dealt damage to, but gold and experience are awarded independently of your "assist" counter.

Assisting heroes Gold awarded (NW = Net Worth)
1 Hero [150 Gold icon.png + (8 × dying hero's level) + (0.0375 × dying hero's NW × NW factor) + (100 Gold icon.png × team NW disadvantage / 4000)] × [1.2 - 0.1 × (dying hero's NW ranking -1)] × [NW ranking factor]
2 Heroes [100 Gold icon.png + (7 × dying hero's level) + (0.0375 × dying hero's NW × NW factor) + (75 Gold icon.png × team NW disadvantage / 4000)] × [1.2 - 0.1 × (dying hero's NW ranking -1)] × [NW ranking factor]
3 Heroes [40 Gold icon.png + (6 × dying hero's level) + (0.0375 × dying hero's NW × NW factor) + (50 Gold icon.png × team NW disadvantage / 4000)] × [1.2 - 0.1 × (dying hero's NW ranking -1)] × [NW ranking factor]
4 Heroes [25 Gold icon.png + (4 × dying hero's level) + (0.03 × dying hero's NW × NW factor) + (35 Gold icon.png × team NW disadvantage / 4000)] × [1.2 - 0.1 × (dying hero's NW ranking -1)] × [NW ranking factor]
5 Heroes [20 Gold icon.png + (4 × dying hero's level) + (0.0225 × dying hero's NW × NW factor) + (25 Gold icon.png × team NW disadvantage / 4000)] × [1.2 - 0.1 × (dying hero's NW ranking -1)] × [NW ranking factor]
  • NW factor is defined as (enemy team net worth / allied team net worth) - 1 and has a minimum of zero and a maximum of 1.
  • NW ranking factor depends on the assisting hero's NW ranking among allies involved in the kill. For 1/2/3/4/5 heroes, from the richest to the poorest, they are {1} / {0.75; 1.25} / {0.75; 1; 1.25} / {0.75; 0.75; 1.25; 1.25} / {0.75; 0.75; 1; 1.25; 1.25}.
  • (team NW disadvantage / 4000) has a maximum of 1.

Buildings[edit | edit source]

When an enemy Tower is destroyed, gold is awarded to each player on your team. The player that got the last hit on the building is credited with destroying it and receives some bonus unreliable gold. If an enemy tower is denied, a reduced amount of gold is awarded to your team. If no player gets the last hit and the tower instead dies to lane creeps, no player gets the extra bonus gold.

Building Bounty Total Bounty awarded
Tier 1 tower 160 Gold icon.png to each player
150–250 Gold icon.png to killing player
950–1050 Gold icon.png
Tier 2 tower 200 Gold icon.png to each player
150–250 Gold icon.png to killing player
1150–1250 Gold icon.png
Tier 3 tower 240 Gold icon.png to each player
150–250 Gold icon.png to killing player
1350–1450 Gold icon.png
Tier 4 tower 280 Gold icon.png to each player
150–250 Gold icon.png to killing player
1550–1650 Gold icon.png
Tier 1 tower (denied by enemy) 80 Gold icon.png to each player 400 Gold icon.png
Tier 2 tower (denied by enemy) 100 Gold icon.png to each player 500 Gold icon.png
Tier 3 tower (denied by enemy) 120 Gold icon.png to each player 600 Gold icon.png
Tier 4 tower (denied by enemy) 140 Gold icon.png to each player 700 Gold icon.png
Melee Barracks 275 Gold icon.png to each player
100–150 Gold icon.png to killing player
1075–1125 Gold icon.png
Ranged Barracks 225 Gold icon.png to each player
100–150 Gold icon.png to killing player
725–875 Gold icon.png
Subsidiary Buildings 102–120 Gold icon.png to killing player 102–120 Gold icon.png

Lane Creeps[edit | edit source]

Creep Bounty
Melee creeps.png
Melee Creep
35-45 Gold icon.png
Ranged creeps.png
Ranged Creep
40-50 Gold icon.png
Siege creeps.png
Siege Creep
66-80 Gold icon.png
Melee creeps.png
Super Melee Creep
18-26 Gold icon.png
Ranged creeps.png
Super Ranged Creep
18-26 Gold icon.png
Mega Melee creeps.png
Mega Melee Creep
18-26 Gold icon.png
Mega Ranged creeps.png
Mega Ranged Creep
18-26 Gold icon.png

Roshan[edit | edit source]

Roshan Portrait.png
200 Gold icon.png to each player on team
150-400 Gold icon.png to killing player
Aegis of the Immortal icon.png Aegis of the Immortal dropped
Cheese icon.png Cheese dropped (after second respawn)

Neutral Creeps[edit | edit source]

Hero summons[edit | edit source]

Selling[edit | edit source]

Items can be sold for 50% of the price they were bought. Items can be resold within 10 seconds of the purchase for full price. Using an item prohibits selling it for the full price. For example, purchasing a Necronomicon icon.png Necronomicon and activating it immediately cancels the 10 seconds, only allowing you to sell it for half price. The same applies for buying multiple Observer Ward icon.png Observer Wards, placing one down, and attempting to sell the remainder. Any usable item applies in this case, including Dagon icon.png Dagon, Arcane Boots icon.png Arcane Boots and Power Treads icon.png Power Treads.

Items that have been purchased while dead can be sold if that item was bought during the same death, otherwise items cannot be sold while dead, even within the grace period. This is a measurement to ensure that players cannot exploit spending all their money prior to death and selling back the stashed items within the grace period after death to cut down on potentially lost gold.

Selling items gives unreliable gold, even if they were bought with reliable gold.

Spending (or losing) gold[edit | edit source]

Picking a Hero[edit | edit source]

All players start off with 825 gold. Picking a Hero in any mode will cost you 200 gold, leaving you with 625 gold. If you should decide to re-pick it will cost you an extra 100 gold, thus leaving you with only 525 gold to start off with. Should you decide to random (or play All Random), receiving a Hero will cost you no gold. You will lose two gold per second if you haven't picked a Hero after the selection timer runs out in All Pick.

Swapping[edit | edit source]

Swapping a Hero that you picked costs 0 gold, leaving you with 625 gold. Swapping a Hero that you randomed costs you 100 gold, leaving you with 725 gold.

Items[edit | edit source]

The main purpose of gold is to purchase items. The player with the most gold will be able to buy the most items and will therefore have a very strong Hero. The items each player buys depends on their role in the team and many other factors. Items can be sold back to the shop for half price, unless it is sold within ten seconds of being bought, then it is sold for full price.

Item cannot be sold.

  • Cheese icon.png Cheese cannot be purchased, but can be sold for 500 gold.

Dying[edit | edit source]

Every time a Hero dies, they lose 30 × (Hero Level) unreliable gold. Dying does not take away reliable gold.

Respawn Time[edit | edit source]

The respawn time uses the following formula: 5 + 3.8 × (Hero Level). Respawn times may be affected by Reaper's Scythe icon.png Reaper's Scythe, Suicide Squad, Attack! icon.png Suicide Squad, Attack! and Bloodstone icon.png Bloodstone

Buying Back[edit | edit source]

While your Hero is dead, you have the option of "buying back" and respawning instantly in exchange for a gold fee. The cost of buyback is based on your Hero's level, and also increases fifteen gold per minute since the starting horn, or one gold every four seconds. Buying back takes away from your reliable gold pool first, and the cost uses the following formula:

Buyback Gold = 100 + (Level2 × 1.5) + (Game Time In Minutes × 15)

After buying back, 25% of your Hero's remaining respawn time will be added to your next death. Additionally, all gold gained by the Hero is reduced by 60% until the respawn timer would have finished. The gold icon on the HUD will flash red when this time finishes. Buyback has a cooldown of 7 minutes.

A hero killed by Reaper's Scythe icon.png Reaper's Scythe upgraded by an Aghanim's Scepter icon.png Aghanim's Scepter cannot buy back.

  • Play The sound played when buying back.

Abandoning the Game[edit | edit source]

After being disconnected from the game for more than 5 minutes, all of your gold is equally divided between the remaining players on your team, including your 1.67 gold/sec passive gold gain. If 1 / 2 / 3 / 4 players have abandoned, the remaining players will receive 2.08 / 2.78 / 4.17 / 8.33 gold/sec. The passive bonus gold gain is restored once you reconnect to the game, but any gold that was distributed is not reimbursed.

Balance changelog[edit | edit source]


  • AoE Gold Bounty, for teams that are behind, now has a small additional component that doesn't fully scale with net worth (100/75/50/35/25 for 1/2/3/4/5 heroes, scales linearly from 0 to 4k net worth difference).
  • Small adjustments to AoE Gold (non-networth component)
1: 154 + (7.7 * Level)
2: 115.5 + (6.6 * Level)
3: 66 + (5.5 * Level)
4: 38.5 + (4.4 * Level)
5: 33 + (4.4 * Level)
1: 150 + (8 * Level)
2: 100 + (7 * Level)
3: 40 + (6 * Level)
4: 25 + (4 * Level)
5: 20 + (4 * Level)


  • AoE Bonus Gold component based on Team Net Worth difference reduced by 25%
  • Melee lane creep bounty reduced from 43 to 40 (-7%)
  • Range lane creep bounty reduced from 48 to 45 (-6.25%)
  • Hero kills (the non-net worth portions) are worth 10% more
  • Reduced the direct hero last hit bounty by 100 and redistributed that gold into AoE gold (in ratio of 100/75/40/25/20 for 1/2/3/4/5 heroes)
    • If you are the only person contributing to a kill, you still get the same gold overall
  • AoE Bonus Gold is now distributed based on the relative net worth amongst the heroes involved in killing the hero by +/- 25%
    • Example: If 3 heroes kill an enemy hero, and the extra AoE bounty would normally be 200 gold for each player, it is instead 200+25% for the poorest hero, 200 for the middle, and 200-25% for the richest
  • The amount of AoE Bonus Gold given is now increased/decreased by up to 20% based on the dying hero’s relative rank in net worth amongst all the enemies on that team.
    • Example: If the total AoE gold would normally have been 600, if the hero dying is the lowest in net worth, the bounty is reduced by 20% giving only 480. If the dying hero is the highest, it is increased by 20%, giving 720
  • Instead of Buyback temporarily preventing unreliable gold gain, it now reduces all gold gained (including hero and aoe gold) by 60%
    • This means that if you buyback when the enemy is pushing and you get a few kills, the amount of gold you get for that, including the networth difference bonus, is reduced by 60%
  • Melee Barracks team bounty increased from 175 to 275
  • Ranged Barracks team bounty increased from 100 to 225
  • Ancient Black Dragon bounty reduced from 199 to 170
  • Ancient Black Drake bounty reduced from 50 to 40
  • Ancient Rumblehide bounty reduced from 83 to 65
  • Satyr Tormenter gold bounty reduced from 104 to 84
  • Hellbear health reduced from 950 to 700
  • Hellbear bounty reduced from 65 to 50
  • Ogre Frostmage bounty reduced from 52 to 40
  • Reworked Mud Golems:
    • Now split into two smaller Mud Golems, called Shard Golems
    • Gold/XP bounties rescaled so the total value for the camp remains the same (Mud Golems 32/42 Gold/XP each, Shard Golems 13/23 each)
  • Greevil's Greed icon.png Greevil's Greed now grants 4x gold bounty from Runes
  • Track icon.png Track now shows how much gold the enemy is carrying in the debuff tooltip
  • Energy Booster icon.png Energy Booster cost reduced from 1000 to 900
  • Bloodstone icon.png Bloodstone recipe increased from 800 to 900
  • Black King Bar icon.png Black King Bar can now be sold
  • Blades of Attack icon.png Blades of Attack cost reduced from 450 to 420
  • Desolator icon.png Desolator recipe cost decreased from 900 to 300
  • Eaglesong icon.png Eaglesong cost reduced from 3300 to 3200
  • Ghost Scepter icon.png Ghost Scepter cost reduced from 1600 to 1500
  • Reaver icon.png Reaver cost decreased from 3200 to 3000
  • Heart of Tarrasque icon.png Heart of Tarrasque recipe cost increased from 1200 to 1400
  • Observer Ward icon.png Observer Ward
    • Observer Wards now come in single increments
    • Cost and restock time reduced by half and stock doubled
  • Quarterstaff icon.png Quarterstaff cost reduced from 900 to 875
  • Radiance icon.png Radiance recipe from 1350 to 1425
  • Refresher Orb icon.png Refresher Orb
    • Reworked components and bonuses.
    • Requires:
    • Provides:
      • +10 HP Regen
      • +250% Mana Regen
      • +20 Damage
  • Veil of Discord icon.png Veil of Discord recipe from 1250 to 1100


  • Respawn time rescaled from 4*Level to 5 + 3.8*Level (total is still 100 at level 25)
  • Melee/Ranged Barracks team bounty from 125/75 to 175/100 gold


  • Melee and Ranged Barracks bounty reduced from 352-370 to 100-150
  • Melee and Ranged Barracks now give 125 and 75 gold to each player, respectively


  • Buyback cooldown increased from 6 to 7 minutes
  • AoE Gold NWFactor reduced from 0.06/0.06/0.05/0.04/0.03 to 0.05/0.05/0.05/0.04/0.03


  • Reworked how the AoE bonus Gold calculation is done slightly: NWDifference variable is now (EnemyTeamNW/AlliedTeamNW) - 1 [Min 0, Max 1]
  • Rescaled the AoE Gold constant multipliers (in part to account for the formula tweak) from 0.26/0.22/0.18/0.14/0.1 to 0.06/0.06/0.05/0.04/0.03
  • Kill Streak Bounty from 100->800 to 60->480 (6.81: 125->1000)
  • Adjusted bonus area of effect Gold and XP


  • The gold for ending a spree is in turn reduced, from 125->1000 to 60->480.
  • Reworked bonus area of effect Gold and Streak ending


  • You now lose one gold per second if you haven't picked a hero after the selection timer runs out in All Pick


  • Buyback prevents gaining unreliable gold (creeps, neutrals, etc) until your normal respawn time finishes
  • When buying back, 25% of the remaining respawn time will be added to your next death
  • Starting gold increased from 603 to 625
  • Random Gold bonus reduced by 50
  • Gold for ending a spree changed from 75->600 (3x->10x) to 125->1000
  • Your gold income is now 1 per 0.6 seconds, up from 1 per 0.8 seconds
  • Tower Last Hit bonus gold increased from 100-200 to 150-250


  • Deny XP and Bonus XP/Gold AOE is now the same as regular XP AOE (1000->1200)
  • Gold for ending a spree changed from 50->400 (3x->10x) to 75->600
  • Buy back cooldown increased from 5 to 6 minutes
  • Towers no longer have separate bounty values when creeps or allies get the last hit, it now gives the same reliable bounty to all players as if a creep killed it.
  • Hero getting last hit on tower gives 100-200 bonus gold. Does not affect team bounty in any way
    • Previously if you get the last hit:
      • You would get no team bounty
      • Allies get slightly less gold
    • Now:
      • Allies always get the same amount regardless of who last hits
      • A hero last hitting gets roughly the same overall amount as before
  • Swapping a hero that you randomed now costs you 100 gold


  • Team AoE bounty for kills with 2 heroes around changed from 9*Level+95 to 12*Level + 125
  • Team AoE bounty for kills with 3 heroes around changed from 8*Level+20 to 10*Level+40
  • Killer bounty level multiplier increased from 200+5*Level to 200+9*Level


  • Buyback cooldown increased from 4 minutes to 5
  • Gold over time from 0.875 intervals to 0.8


  • Added a 4 minute cooldown to Buyback


  • Rebalanced the assist Gold & XP system
    • Most recent versions (since 6.55) have an extra portion of the gold/xp that is not a pure split like standard XP usually is.
    • For Gold "Assist" means the number of heroes in the area besides the killer. "Level" always means the level of the dying target
    • 6.68 Bonus Gold:
      • Hero Killer: 0
      • 1 Assist: 10*Level + 45 (2 heroes involved in kill)
      • 2 Assist: 9*Level + 40 (3 heroes involved in kill)
      • 3 Assist: 8*Level + 35 (4 heroes involved in kill)
      • 4 Assist: 7*Level + 30 (5 heroes involved in kill)
      • 5 Assist: 7*Level + 30 (5 heroes involved in kill but no one got last hit)
    • 6.69 Bonus Gold:
      • Hero Killer: 0
      • 1 Assist: 9*Level + 95 (2 heroes involved in kill)
      • 2 Assist: 8*Level + 20 (3 heroes involved in kill)
      • 3 Assist: 6*Level + 10 (4 heroes involved in kill)
      • 4 Assist: 6*Level (5 heroes involved in kill)
      • 5 Assist: 6*Level (5 heroes involved in kill but no one got last hit)


  • Added a new gold mechanic to the game
    • "Reliable Gold" - Any bounty you get from hero kills or from the extra "aoe kill gold" bonus (feature from few patches ago) is added to your Reliable Gold pool.
    • "Unreliable Gold" - It is everything else (creep kills, neutrals, etc).
    • Dying can only take away gold from your Unreliable Gold pool and not from your Reliable Gold. Buying items uses up your Unreliable Gold first before using your Reliable Gold.
      • An example: You have 910 total gold (500 Unreliable, 410 Reliable). If you buy Boots of Speed, you'll have 410 total gold left (0 Unreliable, 410 Reliable). However, if you bought Chainmail, you would have 360 Reliable Gold left.
    • The process is seamless to the user, you won't have to do anything extra to make it work. Your total gold is still displayed in the same place. Your Reliable Gold is displayed in your scoreboard title.
    • This is a new experimental idea that may be adjusted and tweaked over time depending on feedback and results after it is released. As always, let me know anything you want to see in future versions.
    • Buyback uses reliable gold first. There are some other plans and ideas for buyback adjustments in the future but I would like to see these changes stabilize first before considering further stuff. There may also be some other changes related to the aoe bounty in the future but I want to take it slow one step at a time and see how this change is reflected in games first.


  • Readjusted the -bonus gold/xp system that is given in an aoe around dying heroes from being static unsplit to a dynamic split variation (numbers adjusted as well)


  • Reworked buyback cost scaling
    • It uses the following formula: 100+Level*Level*1.5+Time*15
    • Roughly the same during the early-midgame, but scales higher as the game progresses.


  • A message is now displayed when a hero buys back


  • Tweaked Sentinel and Scourge tower bounty sharing mechanism slightly


  • Changed and standardized the bounty values on all structures
  • Denied towers give 50% team gold rather than 0%.
  • Global team tower bounty increases a little per tower level
  • Hero Kills now give a flat gold bounty in an area (+40, not to killer)
  • Slight adjustments to gold bounty variance on Sentinel and Scourge creeps
  • Tower gold is split if Sentinel or Scourge gets the last hit
  • Changed First Blood to be given to the Assist players when creeps kill the hero rather than giving it to Sentinel or Scourge and splitting
  • When there is only 1 Assist to a Sentinel or Scourge kill, the kill is instead given to that hero. When there are multiple assists to a Sentinel or Scourge kill, the gold is split amongst those assisters rather than the entire team


  • First Blood bounty is shared with the team if Sent/Scourge get the last hit


  • Adjusted starting gold between all game modes like ap/xl/rd/sd to be the same (all the same as xl) and for randoms to be like ar. Gold is now give at the start and income starts with the first creep wave.
  • Income is now distributed in 1 gold intervals instead of in 8 gold intervals (same total gold)


  • Adjusted starting gold in -rd to give you the same amount you'd have when the creeps come out in regular pick game (right now it is a little less than normal)


  • Sentinel and Scourge hero kills now share the gold with the team instead of it being lost


  • Bonus gold is given to the allies of the tower killer (even if creeps kill it)
  • You can now set the player slots to Computer to reduce the starting gold if you are playing in less than 5v5 (so you don't have to start with 3500 if you don't want to)


  • Host now gets same gold as rest when picking a hero in -sh


  • Leavers' gold is now properly distributed throughout the game as they gain gold.


  • In regular pick, you get back 175 from the 250 hero gold cost (not -lm)


  • Made shortmode shorter, a little more gold and exp


  • Cannot get bounty by suiciding